ffvertex: don't touch tex coords if coord replace is enabled.

The fixed function vertex program shouldn't need to deal or touch tex coords
if stuffing is enabled.

Though I'm not 100% this won't break assumption made elsewhere it seems like
the correct thing to do, and makes r300g point sprites a lot easier to implement.

draw: fix point-sprite when vertex program is used.

This commit regressed draw, so fix it as well to help bisection.

Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie
2010-04-12 15:40:29 +10:00
parent 745c4b5685
commit 911fa4a4a1
2 changed files with 12 additions and 1 deletions

View File

@@ -113,7 +113,10 @@ static void set_texcoords(const struct widepoint_stage *wide,
/* put gl_PointCoord into the extra vertex slot */
uint slot = wide->stage.draw->extra_shader_outputs.slot;
v->data[slot][0] = tc[0];
v->data[slot][1] = tc[1];
if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
v->data[slot][1] = 1.0f - tc[1];
else
v->data[slot][1] = tc[1];
v->data[slot][2] = 0.0F;
v->data[slot][3] = 1.0F;
}

View File

@@ -75,6 +75,7 @@ struct state_key {
unsigned light_attenuated:1;
unsigned texunit_really_enabled:1;
unsigned texmat_enabled:1;
unsigned coord_replace:1;
unsigned texgen_enabled:4;
unsigned texgen_mode0:4;
unsigned texgen_mode1:4;
@@ -225,6 +226,10 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
if (texUnit->_ReallyEnabled)
key->unit[i].texunit_really_enabled = 1;
if (ctx->Point.PointSprite)
if (ctx->Point.CoordReplace[i])
key->unit[i].coord_replace = 1;
if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
key->unit[i].texmat_enabled = 1;
@@ -1385,6 +1390,9 @@ static void build_texture_transform( struct tnl_program *p )
if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
continue;
if (p->state->unit[i].coord_replace)
continue;
if (p->state->unit[i].texgen_enabled ||
p->state->unit[i].texmat_enabled) {